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Social Psychology of Education - Recent research has suggested that teachers’ burnout is growing and, consequently, affecting their overall satisfaction with life and professional...  相似文献   
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A recent intervention, the Step it UP! game (Galbraith & Normand, 2017), consists of an interdependent group contingency to increase student physical activity. In addition, previous research demonstrated that adult interaction may reinforce physical activity (Larson et al., 2014). We extended research on the Step it UP! game by comparing the effects of no game, Step it UP! game, and Step it UP! game plus adult interaction on the number of steps taken by participants in a third-grade classroom during recess. Overall, 19 of the 25 participants took more steps during the Step it UP! game plus adult interaction compared to the Step it UP! game and no-game recesses. Furthermore, 20 participants preferred the Step it UP! game plus adult interaction. Results suggest that adult interaction can enhance the effects of the Step it UP! game to increase physical activity.  相似文献   
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Miguel  Ricardo  Santos  Diogo 《Philosophia》2020,48(4):1527-1542
Philosophia - We worry about becoming non-existent, but not about coming into being. But both events are similarly bad according to Deprivationism; hence, it seems that we should display symmetric...  相似文献   
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Experiment 1 investigated the controlling properties of variability contingencies on choice between repeated and variable responding. Pigeons were exposed to concurrent-chains schedules with two alternatives. In the REPEAT alternative, reinforcers in the terminal link depended on a single sequence of four responses. In the VARY alternative, a response sequence in the terminal link was reinforced only if it differed from the n previous sequences (lag criterion). The REPEAT contingency generated low, constant levels of sequence variation whereas the VARY contingency produced levels of sequence variation that increased with the lag criterion. Preference for the REPEAT alternative tended to increase directly with the degree of variation required for reinforcement. Experiment 2 examined the potential confounding effects in Experiment 1 of immediacy of reinforcement by yoking the interreinforcer intervals in the REPEAT alternative to those in the VARY alternative. Again, preference for REPEAT was a function of the lag criterion. Choice between varying and repeating behavior is discussed with respect to obtained behavioral variability, probability of reinforcement, delay of reinforcement, and switching within a sequence.  相似文献   
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Emotional responses (physiology, self-report, and facial expression) of 12 depressed and 10 nondepressed Spanish-speaking Latinas during sad and amusing film clips of human and animal content were compared. Depressed Latinas demonstrated less electrodermal reactivity across all the film clips and displayed fewer social smiles during the amusing-human film clip than nondepressed Latinas. No differences emerged for cardiovascular measures, reports of emotion, or facial expressions of happiness and negative emotion. Observed differences in electrodermal reactivity are similar to results from previous studies of Anglo Americans, suggesting that reduced electrodermal activity may be linked to depression across cultures. The findings also suggest that, for Latinas, depression may selectively alter expressions that serve interpersonal functions.  相似文献   
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It has been suggested that neural systems for lexical processing of nouns and verbs are anatomically distinct. The aim of the present study was to investigate if brain asymmetry for the processing of these two grammatical classes is also different. Neurologically intact adults performed a lateralized lexical decision task with grammatically unambiguous words of high, medium, and low degrees of imagery. For error scores a right visual field (RVF) advantage and an overall effect of imageability were obtained. For latency scores grammatical class and imageability modified visual field differences: in the noun class a RVF advantage was obtained only for low imagery nouns, while for the verbs the RVF advantage was present for both medium and low imagery verbs. These results suggest that the participation of right hemisphere neural systems in the processing of verbs is more limited than in the processing of nouns.  相似文献   
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Monocular approaches to simultaneous localization and mapping (SLAM) have recently addressed with success the challenging problem of the fast computation of dense reconstructions from a single, moving camera. Thus, if these approaches initially relied on the detection of a reduced set of interest points to estimate the camera position and the map, they are currently able to reconstruct dense maps from a handheld camera while the camera coordinates are simultaneously computed. However, these maps of 3-dimensional points usually remain meaningless, that is, with no memorable items and without providing a way of encoding spatial relationships between objects and paths. In humans and mobile robotics, landmarks play a key role in the internalization of a spatial representation of an environment. They are memorable cues that can serve to define a region of the space or the location of other objects. In a topological representation of the space, landmarks can be identified and located according to its structural, perceptive or semantic significance and distinctiveness. But on the other hand, landmarks may be difficult to be located in a metric representation of the space. Restricted to the domain of visual landmarks, this work describes an approach where the map resulting from a point-based, monocular SLAM is annotated with the semantic information provided by a set of distinguished landmarks. Both features are obtained from the image. Hence, they can be linked by associating to each landmark all those point-based features that are superimposed to the landmark in a given image (key-frame). Visual landmarks will be obtained by means of an object-based, bottom-up attention mechanism, which will extract from the image a set of proto-objects. These proto-objects could not be always associated with natural objects, but they will typically constitute significant parts of these scene objects and can be appropriately annotated with semantic information. Moreover, they will be affine covariant regions, that is, they will be invariant to affine transformation, being detected under different viewing conditions (view-point angle, rotation, scale, etc.). Monocular SLAM will be solved using the accurate parallel tracking and mapping (PTAM) framework by Klein and Murray in Proceedings of IEEE/ACM international symposium on mixed and augmented reality, 2007.  相似文献   
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BCI (Brain-Computer Interface) is a system that allows interaction between the human brain and a computer. It is based on analyzing electroencephalographic signals (EEG) and processing them to generate control commands. The study analyzed the possible influence of psychological variables, such as the imaginative kinesthetic capacity and anxiety, in relation to performance in a BCI. All participants (4 male and 19 female students) completed the questionnaires and carried out a session of BCI to control their EEG signals in a virtual setting of a car along a straight road. The group was divided into two subgroups according to their EEG signals or differential responses obtained in the left-right discrimination. Study results showed no significant differences in cognitive variables of imagination or in anxiety. By comparing the degree of participants' BCI control, a new quantitative parameter for comparing performances and making decisions in signal processing was found. The findings, the ongoing research process to refine the control of a BCI, and the interaction of psychological and computer procedures are discussed.  相似文献   
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